Ren'Py Gripes

In this forum we discuss the future of Ren'Py, both bug fixes and longer-term development. Pre-releases are announced and discussed here.
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Shakezula
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Re: Ren'Py Gripes

#301 Post by Shakezula »

Sorry if this doesn't go here as I didn't want to make a new thread for this (it's not a huge deal) but the homepage suggests that Apple OS support only works for iOS 6 and up, but actually I have a test game running on an original iPad 1 which runs the last OS 5 (iOS 5.1.1)

I guess not all of the features are supported that far back, though.
Last edited by Shakezula on Sat May 23, 2015 2:15 pm, edited 2 times in total.

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Re: Ren'Py Gripes

#302 Post by PyTom »

I don't support and haven't tested it that far back, anyway. If you want to try it, you can - but if something breaks, you can keep both pieces. Isn't the iPad 1 very RAM-limited, anyway?
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Re: Ren'Py Gripes

#303 Post by Shakezula »

You're right it is RAM limited, that's probably why it didn't get any OS upgrades. But I'll be sure to include a warning if I do a legacy build like that.
Last edited by Shakezula on Sat May 23, 2015 1:32 pm, edited 1 time in total.

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Re: Ren'Py Gripes

#304 Post by jack_norton »

I don't think is worth targeting such devices, also considering how quickly Apple "forces" the consumers to upgrade to the newer HW :)
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Re: Ren'Py Gripes

#305 Post by Shakezula »

jack_norton wrote:I don't think is worth targeting such devices, also considering how quickly Apple "forces" the consumers to upgrade to the newer HW :)
You're probably right, I just figure the more people who can access the game, the better. Especially since it doesn't restrict devices with more recent upgrades.
But it's interesting you have a Winter Wolves avatar, because the whole reason I even realized ReniOS can do legacy builds was that some of their games such as Roomates & Vera Blanc list OS 5 as it's target deployment in the app store

http://www.winterwolves.com/ios_games.php

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Re: Ren'Py Gripes

#306 Post by Sslaxx »

Shakezula wrote:
jack_norton wrote:I don't think is worth targeting such devices, also considering how quickly Apple "forces" the consumers to upgrade to the newer HW :)
You're probably right, I just figure the more people who can access the game, the better. Especially since it doesn't restrict devices with more recent upgrades.
But it's interesting you have a Winter Wolves avatar, because the whole reason I even realized ReniOS can do legacy builds was that some of their games such as Roomates & Vera Blanc list OS 5 as it's target deployment in the app store

http://www.winterwolves.com/ios_games.php
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Re: Ren'Py Gripes

#307 Post by Shakezula »

Lol I thought he was, but I didn't want to assume.

When I finish my framework I'll be sure to do a more thorough legacy build test before I release it

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Re: Ren'Py Gripes

#308 Post by jack_norton »

Those version were made by a developer friend last year, not using the current ReniOS. I am indeed in the process of updating all the games, since some have issues on certain devices.
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Re: Ren'Py Gripes

#309 Post by Shakezula »

Thanks for the feedback. I guess I'll stick to an OS 6 build

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Re: Ren'Py Gripes

#310 Post by jack_norton »

Was wondering, is there any built-in function, or a way to measure the time each function takes?
As you know I have those problems in SOTW, especially noticeable on mobile. But even on desktop it pauses for a few seconds when you restart the game. If I could just print to stdout the time each operation takes I could at least know where's the problem.
I used config.profile, but while it said one operation took long, didn't specify what was running in that point :D so I can't know exactly where's the problem in my code. Thanks!
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Re: Ren'Py Gripes

#311 Post by PyTom »

6.99.4 logs some information to log.txt.

What I usually do for this is to use the time.time() function.

Code: Select all

init python:
     import time
     start = time.time()

     expensive_function()

     print time.time() - start


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Re: Ren'Py Gripes

#312 Post by xela »

This may be of some help, same thing as PyTom suggested just wrapped in some code:

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init -999 python:
    ##################### Import Modules #####################
    import os
    import logging

    ############## Settings and other useful stuff ###############
    # absolute path to the game directory, which is formatted according
    # to the conventions of the local OS
    gamedir = os.path.normpath(config.gamedir)
    
    # enable logging via the 'logging' module
    logging.basicConfig(level=logging.DEBUG, format='%(levelname)-8s %(name)-15s %(message)s')
    devlog = logging.getLogger(" ".join([config.name, config.version]))
    devlogfile = logging.FileHandler(os.path.join(gamedir, "devlog.txt"))
    devlogfile.setLevel(logging.DEBUG)
    devlog.addHandler(devlogfile)
    devlog.critical("\n--- launch game ---")
    fm = logging.Formatter('%(levelname)-8s %(name)-15s %(message)s')
    devlogfile.setFormatter(fm)
    del fm
    devlog.info("game directory: %s" % str(gamedir)) # Added str() call to avoid cp850 encoding
    
    class TimeLog(_object):
        '''
        Uses Devlog log to time execustion time between the two points.
        Failed to use RenPy log, switching to dev.
        '''
        def __init__(self):
            self.log = dict()
            
        def timer(self, msg="default"):
            if config.developer:
                if msg in self.log:
                    devlog.info("%s took %s secs to run!"%(msg, time.time() - self.log[msg]))
                    del(self.log[msg])
                else:
                    self.log[msg] = time.time()
                    devlog.info("Starting timer: %s"%msg)
                    
    tl = TimeLog()
    tl.timer("Ren'Py User Init!")
    # Init Stuff
    tl.timer("Ren'Py User Init!")
You'll get this written to a textfile called devlog.txt in the game dir:

--- launch game ---
INFO PyTFall 0.51 Slaver's Bay game directory: D:\Coding\Dropbox\Dev\RenPy\pytfall\game
INFO PyTFall 0.51 Slaver's Bay Starting timer: Ren'Py User Init!
INFO PyTFall 0.51 Slaver's Bay Ren'Py User Init! took 0.134999990463 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: Random Name Files
INFO PyTFall 0.51 Slaver's Bay Loading: Random Name Files took 0.0209999084473 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: Traits
INFO PyTFall 0.51 Slaver's Bay Loading: Traits took 0.00600004196167 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: Items
INFO PyTFall 0.51 Slaver's Bay Loading: Items took 0.0250000953674 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: Training
INFO PyTFall 0.51 Slaver's Bay Loading: Training took 0.00300002098083 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: All Characters!
INFO PyTFall 0.51 Slaver's Bay Loading: All Characters! took 0.141000032425 secs to run!
INFO PyTFall 0.51 Slaver's Bay Loaded 6250 imagepaths from filenames!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: PyTFallWorld
INFO PyTFall 0.51 Slaver's Bay Loading: PyTFallWorld took 0.0090000629425 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: Mobs
WARNING PyTFall 0.51 Slaver's Bay King Slime XML (Mobs) Loading func tried to apply unknown battle skill: Water 2!
WARNING PyTFall 0.51 Slaver's Bay King Slime XML (Mobs) Loading func tried to apply unknown battle skill: Water 3!
INFO PyTFall 0.51 Slaver's Bay Loading: Mobs took 0.121999979019 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: Exploration
INFO PyTFall 0.51 Slaver's Bay Loading: Exploration took 0.0450000762939 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: Arena!
WARNING PyTFall 0.51 Slaver's Bay Tried to apply unknown skill Wrath Of Nature to <class 'store.rGirl'>!
WARNING PyTFall 0.51 Slaver's Bay Tried to apply unknown skill Windwhirl to <class 'store.rGirl'>!
INFO PyTFall 0.51 Slaver's Bay Loading: Arena! took 0.15700006485 secs to run!
INFO PyTFall 0.51 Slaver's Bay Starting timer: Loading: testing mode
INFO PyTFall 0.51 Slaver's Bay Loading: testing mode took 0.0429999828339 secs to run!
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Re: Ren'Py Gripes

#313 Post by jack_norton »

Cool that's exactly what I was looking for :)
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Re: Ren'Py Gripes

#314 Post by FragmentedBergyo »

I made a thread already, but considering this isn't handled in the documentation, I thought I'd ask here, as pytom has a bigger chance of seeing it.

Does renpy currently support manual font hinting? Auto hinting will be more than fine enough for the majority of projects, but it's not giving the desired effect.

So I just wonder, is there a code of line I can use to quickly turn it off and if not, if it'd be a big problem to implement that in the future?

I know a previous version already had it (6.15.4) and I've been using some of the codebase from it until recently when compatibility broke.

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Re: Ren'Py Gripes

#315 Post by PyTom »

I'll look into making the autohinter optional.
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